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        Cocos2d 2.x:理解 ccBezierConfig 行为

        时间:2024-08-11

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                • 本文介绍了Cocos2d 2.x:理解 ccBezierConfig 行为的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

                  问题描述

                  我很久以前就问过一个 然后做从头到尾对称但颠倒"的东西.

                  关于我做错了什么有什么建议吗?

                   ccBezierConfig 贝塞尔曲线;self.position = CGPointMake(0.0f, 150.0f);bezier.controlPoint_1 = CGPointMake(-20.0f, 290.0f);bezier.controlPoint_2 = CGPointMake(260, 290.0f);bezier.endPosition =CGPointMake(340.0f,150.0f);id bezierForward = [CCBezierBy actionWithDuration:3 bezier:bezier];ccBezierConfig bezier2;bezier2.controlPoint_1 = CGPointMake(340.0f, 10.0f);bezier2.controlPoint_2 = CGPointMake(80, 10.0f);bezier2.endPosition =CGPointMake(-20.0f,150.0f);id bezierReturn = [CCBezierBy actionWithDuration:3 bezier:bezier2];[self runAction:[CCSequence 动作:bezierForward, bezierReturn, [CCHide 动作],零]];

                  解决方案

                  我使用的是 CCBezierBy,但示例基于 CCBezierTo 公式.因此,如果我使用 CCBezierTo 代替 CCBezierBy,一切都会按预期工作.

                  I am on this since a while and time ago I asked a question and a user kindly replied to me explaning that there is this plugin tool that I can use to create quick bezier curves prototypes.

                  I tried and produced this:

                  I thought it would be perfectly translated in this ccBezierConfig:

                  ccBezierConfig bezier;
                  self.position = CGPointMake(-10.0f, 400.0f);
                  bezier.controlPoint_1 = CGPointMake(160, 190.0f);
                  bezier.controlPoint_2 = CGPointMake(200, 190.0f);
                  bezier.endPosition =CGPointMake(340.0f,280.0f);
                  
                  id bezierForward = [CCBezierBy actionWithDuration:3 bezier:bezier];    
                  [self runAction: [CCSequence actions:
                                    bezierForward, [CCHide action],
                                    nil]];
                  

                  Unfortunately the path I get is not quiet what I was expecting. The character starts to move from the top left corner of the screen and then just goes up and I don't see the movement I expected.

                  Any explanation on what am I doing wrong?

                  Btw.. I am using Cocos2d 2.0 on iOS 6.0, retina display iPod touch 4th generation.

                  EDIT:

                  Another example..

                  I thought that this configuration would do like in this and then do the symmetric thing from the end to the start but "upside down".

                  Any suggestions on what am I doing wrong?

                      ccBezierConfig bezier;
                  
                       self.position = CGPointMake(0.0f, 150.0f);
                       bezier.controlPoint_1 = CGPointMake(-20.0f, 290.0f);
                       bezier.controlPoint_2 = CGPointMake(260, 290.0f);
                       bezier.endPosition =CGPointMake(340.0f,150.0f);
                  
                      id bezierForward = [CCBezierBy actionWithDuration:3 bezier:bezier];
                  
                  
                      ccBezierConfig bezier2;
                      bezier2.controlPoint_1 = CGPointMake(340.0f, 10.0f);
                      bezier2.controlPoint_2 = CGPointMake(80, 10.0f);
                      bezier2.endPosition =CGPointMake(-20.0f,150.0f);
                  
                      id bezierReturn = [CCBezierBy actionWithDuration:3 bezier:bezier2];
                  
                  
                      [self runAction: [CCSequence actions:
                                        bezierForward, bezierReturn, [CCHide action],
                                        nil]];
                  

                  解决方案

                  I was using CCBezierBy but the examples are based on a CCBezierTo formula. Hence everything works as excpected if I use CCBezierTo instaed of CCBezierBy.

                  这篇关于Cocos2d 2.x:理解 ccBezierConfig 行为的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!

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